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About Tonyroid

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  1. What I meant by "4 tiles" is that a solar panel is 7 tiles wide and you get the most power if you expose four of them to the sky. It doesn't quite get to it's full output, but if your solar panels are stacked that way then you get most power possible from the available light. I had a look at the post you quoted. He was really thorough and there is good information there.
  2. EDIT: I see other people have already pointed some of this out... This is all very clever but don't stress out about it because these solutions are all temporary anyway. In the late game you get access to thermium. A thermium robominer doesn't overheat until it gets to 1000 degrees and when regolith falls on it it cools it down for you (to 300-ish degrees). I put a row of them across the entire map close enough together that they can dig each other out and never had one overheat for at least 500 cycles. No need for cooling, no automation, no (extraneous) power use. Everything is 100% transparent to light. Once you can do it, you'll just tear out all your old stuff anyway. Getting the thermium takes some time, but that's synonymous with what it means to get to the late game. (BTW: I also put sweepers (made of thermium) across the entire map to pick up the regolith and feed like a million shove voles. I had conveyor loaders overheat a few times, but that was because I had them running non-stop at first to clear 1000's of tons of regolith.) (ALSO: You guys are leaving a lot of power on the table. A solar panel reaches it's peak output with only 4 tiles width exposed to the light. So you can get tons more power if you arrange them in a pyramid.)
  3. No. Not unless they introduce new temperature control systems, and a plain heat-eating machine would be such a not-fun kludge. These temperatures appear to be intentionally set to values that frustrate gameplay (for fun), and prevent everything heating up forever, and provide for skillful manupulation to the players benefit. I don't think it's a bug, I think it's by design. There are two ways in the game to permanently shed heat. Steam turbines, and these constant temperature outputs. Steam turbines are awful. (I guess you could heat things up and then vent them to space, too.)
  4. Omg. I played for 1000 hours without knowing this.
  5. The heavy joint plate doesn't carry a full 20kw. The heavy conductive joint plate does carry 20kw.
  6. Not everything triggers a pressure plate. I know that Shove Voles do not.
  7. You are right. It's also possible for all your critters to jump into the trap at the same instant so they all die. If you are ranching only a few individuals then these risks might be something to be concerned about. Automation can be used to workaround this issue. Just keep the door open until ONLY 1 critter is beneath it. This has caveats as well... like if you get two eggs under the door then you'll be waiting for them to hatch before the trap can work. But, if you are keeping something like... 180 shove voles for meat and lime, then there's hardly any reason to worry about slaughtering a few extra now and then.
  8. Transformer Power

    Yes. That's correct. I'm wrong. Not only did I misunderstand this thread, but I did this experiment a while ago with a steam turbine where I connected it to a 4kw transformer via 2kw wire and I got overloads. (I somehow thought we were discussing that part of the circuit) Nevertheless, I just tried a similar thing with other kinds of generators and it didn't happen. So I was wrong twice over.
  9. Transformer Power

    It overloads when you try to use too much, whether there's enough power to use too much makes no difference. I know that wouldn't make sense in the real world, but oni plays a bit loose with reality.
  10. I may not clearly understand the problem you are expressing. Can you just set the critter sensor to +1 so an egg is accommodated long enough for you to use it for... whatever you are going to do with it?
  11. I saw some pretty elaborate solutions for this in the forum. This seems like a much simpler way. While the door is closed, all the critters in the stable are safe. When the critter sensor detects that you have more critters than you want, then the door opens. When a critter hops into the space under the door, then the critter sensor under the door closes the door and traps the critter. Notice that the water fills the entire space under the door even though there is just a small amount of water. The critter drowns and turns into meat, and the auto-sweeper picks up the meat and sends it on it's way. (I positioned the auto-sweeper so it can reach the meat even when the door is closed.) Here's the automation, it's nothing more than a NOT and an AND. Set the critter sensor in the room to the number you want to keep alive. Set the critter sensor under the door to zero. I didn't try it with flying critters, it seems like it would still work but you may have to wait a long while for something to fly into the trap. Perhaps that issue could be mitigated by making the trap wider (more doors) or using a lure to get one into a small room. EDIT: A vulnerability of this approach is that an egg laid atop the door will fall inside the trap. This makes the whole thing stop working until the egg hatches. Perhaps this can be avoided in most cases by putting tiles above the door.
  12. As it is, a battery that is charging doesn't count as a power consumer on a circuit. This makes sense because it's natural to expect a 20kw circuit (for example) to operate 20kw worth of devices AND be capable of storing surplus power in batteries for later use. But a consequence of this is that a 1kw wire (for example) can be used to deliver an unlimited amount of power to banks of batteries all over the asteroid. As convenient as I find that, it's circumvents the engineering-esque joy that makes the game fun and feels like a glaring violation of the fantasy-physics-rules that the game establishes. It gives me a sense that I exploited a quirk and not that I designed a solution. A change would make the game better, but any simple change is problematic. Also, distributing power on a large scale would be extraordinarily difficult without exploiting this quirk. My personal brainstorm is: Change batteries so they count as power consumers Perhaps make them automatically limit their charge rate so they don't overload the circuit. or perhaps give them a setting for their maximum charge rate or perhaps provide an automation sensor (below) that allows players to enable/disable a battery depending on the status of the circuit. Provide an automation sensor for the load on a circuit so: players can disable generators to prevent wasting power when the circuit is too saturated for their batteries to store it. players can enable/disable devices based on whether the circuit currently has sufficient capacity. Perhaps increase the capacity of wiring so that all this power wrangling can be accommodated